Dropzone Camping
#61
Posted 15 March 2016 - 12:25 PM
Why not have it so if the defenders are currently winning a select amount of the lasers are "Turned off". This way it is still a defensible position, but you don't have up to 21 LL all focusing on 1 vulnerable location.
Going even further into it (probably too far) it could be tuned to turn of more laser the further ahead the defenders are. Or, just say if they are winning, turn of all the lasers.
#62
Posted 15 March 2016 - 12:26 PM
Windscape, on 15 March 2016 - 09:01 AM, said:
No, it doesn't give a good fight. It's not an effort to win the match, but to lose it as slowly as possible. Losing as slowly as possible has nothing to do with trying to win, let alone giving a good fight.
#63
Posted 15 March 2016 - 12:28 PM
something tells me i may be wrong
#64
Posted 15 March 2016 - 12:57 PM
#65
Posted 15 March 2016 - 01:11 PM
This would at least solve the problem of defenders not even attempting to leave dropzone from the start of the game. Pitched. Battles where teams attempt to retreat to dropzones after gaining kill lead is a different story
Edited by Vxheous Kerensky, 15 March 2016 - 01:11 PM.
#66
Posted 15 March 2016 - 01:15 PM
I firmly believe if you decide you do not want to alter the drop zones by making it impossible to snipe/ hide in them you should treat the drop zone as an Out-of-Bounds area if your mech stays inside of it for more than lets say 1min. I understand the need for a 12 man to respawn before you push out if your getting beaten badly but the solution cannot be to simply just sit in there. It drags out games when I know the enemy team has just given up and just feels content to PPC snipe me from the drop zone and not even attempt to engage me.
AND YES before all you nay sayers jump all over me for simply not just pushing the drop zone, I understand we can push the drop zone and often do we just get beat up in the process from ER lasers from the ships and then have to muster another wave of mechs to push in again to finish the job THUS dragging out a game that was already over 10mins ago.
Grim Portico, Vitric, and Hellbore spawns are arguably decent in its implementation, Sulfurous, Taiga, and Arboreal I would say need some attention or at least pushed further away from the objectives.
#67
Posted 15 March 2016 - 08:01 PM
Soulos, on 15 March 2016 - 12:57 PM, said:
I agree, but they both stem from cowardice and an unwillingness to, you know, play the damn video game
#68
Posted 15 March 2016 - 08:07 PM
Regardless of the game mode
CW, Solo or group Q's
They camp cw spawns cuz they fear your team and think its the only way they stand a chance
Edited by OZHomerOZ, 15 March 2016 - 08:09 PM.
#69
Posted 15 March 2016 - 08:20 PM
#70
Posted 15 March 2016 - 08:33 PM
MechregSurn, on 15 March 2016 - 08:20 PM, said:
Good thing they are not OP and as such there's no really good reason to play cheap.
Happy to be back in the IS, can bring a stronger deck for most maps. If you're having a problem beating Clans then I recommend changing your builds and your strategies.
#72
Posted 16 March 2016 - 06:51 AM
MechregSurn, on 15 March 2016 - 08:20 PM, said:
As one of the Official Ambassadors of House Kurita, Dear Coordinator has sent me to convey his disappointment in you. The message is visual and should be enacted on immediately.
#74
Posted 16 March 2016 - 11:22 PM
#75
Posted 16 March 2016 - 11:24 PM
#78
Posted 16 March 2016 - 11:25 PM
#79
Posted 16 March 2016 - 11:42 PM
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